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Messages - pamelrabo

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31
DF Dwarf Mode Discussion / Re: Trivial findings
« on: March 21, 2019, 03:47:22 pm »
See if you can set it to melt. Then setting a forge to melt objects.

No, cut stones can't be melted. ¡But they can be used for decorating stuff! (btw, 20 fresh chickens arrived but no precious metals inside them. Guess I had a lucky gizzard-roll)

32
DF Dwarf Mode Discussion / Re: Trivial findings
« on: March 21, 2019, 12:41:18 pm »
Today I found I had native platinum cut gems. But my embark has no metals, totally not valuable metals and absolutely not platinum at all. So what's happening here?

Turns out they're gizzard stones, and they came inside random hens and turkeys. Along with bauxite, saltpeter and some other rare minerals.
Talk about Golden Eggs Hen... ¡I've got Platinum ones!

¿Does this mean I can have a source of platinum gems if I import enough chickens? ( that's a question I've never thought I'd ask).

33
DF Dwarf Mode Discussion / Re: Roleplay Winning Conditions
« on: March 07, 2019, 03:12:50 am »
Of course, military goals are more obvious and flashy, but rhere's a certain appeal in, say,

PURESTRAIN: The court is not happy with the overall quality, breed and training of their animals. Scouts talk about strong, wild breeds not that far from court, and an expedition is sent there to caoture and tame the finest exemplars.
Capture, tame and send 100 of the bigger, strongest  animals in your embark and send them with the caravan AS OFFERING. Think elephants, hippos and Giant Animals more than boars or ostriches.
Once the 100th animal is sent to the court, you can retire.

The game is full of stuff to do, and I suck at military management, so I try to avoid military roleplay goals.

34
DF Dwarf Mode Discussion / Re: Dwarven Amusement Park?
« on: March 02, 2019, 02:54:58 pm »
If you can trap some forgotten beast in an "airlock" room with bridges, arranging a fighting pit of the monster against invaders should be possible. Not that I ever managed to do it without fortress-extintion-level accidents.


35
DF Dwarf Mode Discussion / Re: Roleplay Winning Conditions
« on: March 01, 2019, 02:34:33 am »
[ Build an above-ground tower greater than any necromantic spire built before ]

Hahah, ¡that's easy! I visited a necromancer "tower" in adventure mode. It is 2 z-levels tall, with a tiny cellar. Most of my taverns end up being 5 floors high.

But then, the idea of a Lighthouse Library with hundreds of volumes and lodgings for scholars and visitors is really beautiful. I'll keep that one... Without the zombie army, if you don't mind.

36
DF Dwarf Mode Discussion / Roleplay Winning Conditions
« on: February 28, 2019, 04:36:03 pm »
I've found I enjoy the game a lot more when I have a goal tomy fort. Usually I dig into Legends Viewer to find an old feud, an atrocity to avenge or a personal motivation from my liege to start a new city focused on something in particular. When I achieve the city goal (that's it, if I don't fail miserably) I retire, feeling the deed is done and history moves on.

But sometimes I just like to think about new ideas and write down the ones I feel can be a good storytelling start. Not megaprojects, just enticing ideas
I cannot be the only one doing this, so, fellow players, what are your ideas for interesting fortress projects? I'll start myself:

Roleplaying winning conditions:

- MINING COLONY: The mountainhome needs gold, silver and most of all, iron and steel. Your task is to mine dry every metal vein (not counting adamantine), smelt the ore and send the metal bars to to your liege AS OFFERING. Once the metals are exhausted, you can retire.

- MANY MOUTHS TO FEED: Your civilization needs a stable income of food, and there's too many wars and other worries to deal with. Create a new city centered only in food production. The moment you are raised to a barony, send at least 50 barrels of raw food, 50 barrels of prepared food and 50 barrels of booze yearly, AS OFFERING. Once you hit 20 legendary cooks and 20 legendary brewers and send 100 barrels of raw / prepared / booze yearly you can retire.

- COASTAL FORTRESS: Pick a strategical spot on the coast and build a fortress focused on sea defense. It must have a a line of catapults across the curtain wall and battlements looking at the sea, a lighthouse tower and a dock for friendly ships.

- PYRAMID: Your king has the desire for a tomb like no other has been built, defying the skies and meant to last forever. Build a pyramid as high as possible in-game, with a hidden, impossibly luxurious burial chamber for the king and queen, and some others for their closest nobility. Stuff it with pedestals displaying artifacts, weapons, armor and the posessions needed for the afterlife. Also, a lot of masterful traps to discourage tomb robbers. Once the pyramid is finished, become the mountainhomes. When the king arrives, provide for his needs and retire.

- CLEANSE THE LAND: Necromancers are a plague that needs to be expurged from this world. Create a fort devoted to military purposes and train your warriors. The moment you are offered a barony, start sending raids to destroy every necromancer tower. Books and slabs carrying the secrets of life and death must be thrown in a magma chute set in a temple of your Life God. When every necromancer tower has fallen and their legacy destroyed, you can retire.

- TRAVELER'S HAVEN: pick a location next to a road belonging to you civilization, and build an outside tavern with 40 rooms for visitors, serving only drinks made by legendary brewers, with a stock of every instrument known in the world and a 10*10 dance hall. To grant order and security for the visitors and travelers, a jail and a well trained garrison of 20 soldiers is also required.
- HOLE IN THE WORLD: Your fort is built around a 10 radius hole that goes straight to the magma layer. Access to the lower levels is only descending a downward spiral ramp from the surface. If there's a river nearby, divert the stream to create an artificial waterfall.

- CITY OF GLASS: in an embark with enough sand, cover every tile of the map in green glass. Everything must be made of glass, from city walls to buildings to food containers to coffins, workshops and statues. If you build stuff underground you must cover the floors and make walls from glass. When you hit 200 citizens and you can retire the wonder city is finished and you can retire.

- MILITARY OUTPOST: The city is built with only one idea in mind: war. Every citizen must be part of a squad, with iron / steel equipment, and train to be a professional soldier. When you are granted a barony, you must start raiding enemy towns, either conquering them or razing them to the ground. When your raids or your defense against sieges hits a killcount of 1000 enemies (not counting war animals) you can retire.

37
I like to stick with my civ as much as possible, so I usually have a "close all accesses and open floodgates" lever in case a werebeast spreads the curse to an unmanageable amount of people. Otherwise, the migration waves bring a constant drip of werecursed dwarves.

So, if everything's lost, every citizen dies drowned.

But this is DF and I can't tell wether this qualifies as 'weird' or not anymore.

38
Also, you can tweak the population trigger for invasions (default is ¿80?) so you become a target earlier (can't remember where it is, but I'm sure the wiki will tell you).

39
DF Dwarf Mode Discussion / Re: Tessellating Tomb Design
« on: January 19, 2019, 04:22:33 am »
Please do. One of my recurring projects is carving a necropolis fortress for each one of the dwarves in my civ, and your design would be neat (also, I'm thinking of using a reduced version of it for surface buildings).

40
DF Dwarf Mode Discussion / Re: Do you still need dining halls?
« on: January 17, 2019, 01:53:23 pm »
Once your place is really big and deep, it's convenient to have several dining rooms to avoid long walks.

Your magma smelter operator is hungry, but why should he ascend 120 z levels + corridors when there's a convenient dining hall every 20 levels or so?

Also, it allows for more customization, you can do theme dining rooms, plant statues of the deities associated with each work zone, etc.

This is how I do it, anyway. Probably it's in fact worse, but I like it. Like having several wells around.

41
When a werebeast appears is always hostile, crazy for blood. But I've noticed that, when the curse is transmitted to other people, that behaviour changes.

Two cases:

1) A child eviscerated her parents the moment she turned into a monster, the first time. Kids ignore burrows so she was walled in an abandoned part of the fortress... with her pet cat. When she changed the next moon, the werelizard wasn't hostile towards the cat, and the cat didn't flee in panic. ¿Did she knew the cat was her friend, even if she killed her parents?

2) Another fortress. Werebuffalo attacks and lots of people end up in quarantine 3x3 rooms. Three of the wounded are cursed, and they turn into werebeasts the next moon. Two of them ally against the third and kill it. They keep turning into dwarves and beasts for more than a year, and then they eventually fight to death for no apparent reason. ¿Just because they were bored, or losing their mind -even more- from isolation?

¿Are there hidden rules dictating werebeast hostility? ¿Or maybe I am reading too much and it's just a minor bug?

42
DF General Discussion / Re: Future of the Fortress
« on: January 04, 2019, 10:57:48 am »
Didn't paint the text green because I don't know if it's already been answered yet. If answered, a link would be much appreciated.

Other players have pointed the beautiful work made in Mark J Rohnson's Ultima Ratio Regum maps and buildings. Currently, Dwarf Fortress worldgen creates, let's say, less beautiful buildings.
I wandered around a necromancer tower in Adventure mode to find it's just a square tiny building of two Z-levels and a cellar. I confess I expected, well, a tower. Ruined fortresses are equally similar and not quite impressive in design and layout, specially compared to some players' fortresses posted around. No circular halls, no fancy designs, no throne rooms, offices or separated districts... they don't have the feel of an inhabited city suddenly attacked.

¿Are these locations going to be revisited to improve their looks and layouts? and ¿Is there (going to be) a way to mod worldgen to 'inject' player blueprints into worldgen?

Below there's a link to URR, not playable yet but you can walk around and see the cities and their districts (¿Is ok to add links here? sorry if it isn't). Worth a look if you haven't seen it yet.


43
[edit] Wrong thread, sorry

44
DF Dwarf Mode Discussion / Re: Trivial findings
« on: January 03, 2019, 05:23:39 pm »
I found a dead werebeast cursed dwarf doesn't turn into a ghost until it's back into dwarven form.
I got something like

"ghostly fish dissector turned into a dwarf!"
"ghostly fish dissector is haunting the fortress!"

Apparently they keep turning into beasts and back even dead, until someone memorializes them. The guy died in his flooded quarantine cell the moment he turned into a beast again, and I didn't recover the body.

45
DF Dwarf Mode Discussion / Re: Why do you play Dwarf Fortress?
« on: January 03, 2019, 06:51:20 am »
Consistantly playing for ¿6? ¿8? years now.

For me, it's the combination of systems, player freedom and a lot of possibilities to achieve different (and mostly catastrophic) outcomes.

I'm at the stage of "let's megaproject stuff" like green glass pyramids or necropolis with 2000 rock coffins for every citizen in my civ.

And also, Legends Viewer has given me roleplaying raw material to pick a civ and play from there. Revenge forts, extermination of necromancers campaigns, etc.

Also, as an amateur artist, I like to do sketches of the Forgotten Beast that finally destroys the site, last stands, etc.

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